This thread is to announce, not a request, but an actual work in progress. I got some jedi insight when thinking about that Nar Shadaa Skybox mod that made it "Day".

Then, I contacted Mandalore at Deadlystream to chat it up. If he can get the scripts to function, it's up to me to do the skins for each planet. Right now it's for TSL only, because the only skies I can find in K1 in KotorTool are Taris and Tatooine.

I'm here at LF both to inform you of the current work-in-progress and to ask for your opinions on what to skin in for each planet, suggestions on how you would like something done, and to ask any modeler's who see this to contact me if they think they can help me with something that I need/want done for this mod.

Here's a look at Korriban (though I need to blend the sky better. In-game you can visibly see where the color changes hue/shade.):

I agree that kotor should have had day night cycles, but will this only happen when you're in the module, so that when you leave/reenter it will reset? I think that the cycle should go on for a longer period of time, say 30mins, but continue to cycle while you're not in the module. Also, they would all need to start at the same time, and go at the same rate, otherwise you might get a situation where, on tatooine, anchorhead is in night, but the dune sea is in daylight, which obviously wouldn't make sense.

Hi, I'm the Mandalore in question who's doing the scripting, and I'll be sure to consider that when making things work. I'll also have to take into account size of planet for the orbits, distance from sun, relative position to other planets, etc...

What are you doing about the lightmaps? Wont it still appear light even if the textures show its night?

I thought about this and am definitely open to suggestions.

Also, can somebody give me some help for Manaan? I got a real nice sunset going in Photoshop, but in-game it won't appear. Here is an image of the sunset:

Show spoiler

(hidden content - requires Javascript to show)

In-game, the only thing I see is possibly a green film on the horizon.

Also, in reply to the other comments, I could do something that could be seen as being a jerk to Mandalore or overly thorough. In some EU books after Episode 6, Dark Force Rising to be exact, it mentions "Point five past lightspeed" in hyperspace. That equals out to 450,000 km per second. Also in the EU, in the Black Fleet Crisis trilogy, Lando mentions the galaxy as being 20,000 lightyears across. I can do the math, scale it onto the Galaxy map, and then give the figure for the travel time between planets.

Okay, that makes more sense. I can try to see what I can do about it. I wasn't actually expecting to do anything to the ones in space, like Citadel Station, Yavin IV, the Star Forge, or the Leviathan. I mean what are you gonna see in space? Malachor, though, has some lighting.

I was thinking more of the lines that the Malachor V skybox is animated - and it show lightning flashes in it. If you're thinking about adding day and night cycles, how will you deal with having lightning occur during the day. Also, does Malachor V even need a daylight cycle as too much light might spoil the spookiness of the set.

Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!

I was thinking more of the lines that the Malachor V skybox is animated - and it show lightning flashes in it. If you're thinking about adding day and night cycles, how will you deal with having lightning occur during the day. Also, does Malachor V even need a daylight cycle as too much light might spoil the spookiness of the set.

Now, I wasn't actually going to brighten Malachor up, just sharpen it a little bit. Also, that animation thing wouldn't happen to be the issue for Manaan' ocean, would it? I saw mention of animations and skyboxes concerning Telos a while back to support that.

Been making some good progress on the mod. FairStrides is unfortunately without internet until further notice, so as it stands, we'll need some coding and scripting to get the .tga's to time properly and/or allow more advanced features such as dynamic time progression in cells and time-based sound effects.

I am still working as hard as I can on the texture generation as of late, but I have a small problem that requires the input of the community; Are the texture dimensions 3072x2048 too large for the game engine to handle? My computer seems to be having difficulty processing it, but I need to know to be sure.

Basically if this is the case, I'll have to downgrade from 24 hours (24 frames) to 12. (or lower if need be :|)
__________________________________________________ _______________

Aanyway, I have a few screenshots of some work I've done on the Dantooine skybox including a morning, evening, day, and night. (Images are in the normal progression from day through to night) The images were also taken before I had properly timed the lightmaps to animate slower, so some darker parts have a lighter sidewalk

There are actually more phases, but I didn't want to bog my Kotor folder with extra images just to show all 24.

spoiler:

spoiler:

spoiler:

spoiler:

spoiler:

spoiler:

spoiler:

Also, I'll be varying the saturation of some of the slides, but the images are for the overall look and not bonafide realism...yet.

Thank You both for your kind words.
Also I appreciate the information about night skies having at least some ambient light. I've lived in urban areas for most of my life, so I typically imagine an unspoiled night sky as being all-but spotless blackness with an overbearing amount of stars. I'll definitely use those references to good effect!